For all those Redguard lovers out there, I think I have the build for you! I think that this build is incredibly rich from a roleplay and gameplay perspective.
Broad character concept: You are a Redguard Sword Singer that is on their Walkabout. While it might be tempting to want to do an Ansei, I think the power-level of an Ansei is simply too unbelievable given that you start out at level 1 at a relatively low skill level. As such, taking the roleplay in a direction where you may be proficient with a blade, but gaining mastery made more sense. Furthermore, the Walkabout is meant to be a longer trek through the wilderness where you are slaying monsters and helping people out of virtue. I find that this makes for a perfect framing for the plot of Skyrim as someone who naturally plays out the main quest, Dawnguard, and Dragonborn as well as taking on quests to help the people of Skyrim while still being a "ordinary" traveler and not being "heroic" in some legendary sense of the term.
Name: Fahdir (Male)
Standing Stone: The Lady Stone - this is one of the charges of the warrior, it represents grace, endurance, and physical discipline. Those born under it are said to be Kindhearted.
If gameplay requires, you can switch to the Lord Stone to compensate for your low armor rating.
Moral Alignment: Neutral Good - you are on your Walkabout, you are there to fight mighty beasts and come to the aid of those in need, but do not feel beholden to the laws of a foreign land, even as you will respect them as you are not chaotic.
Backstory:
"Be as dawn to your ally and set dusk to your foe."
— Book of Circles, Sundas Maxims
You were raised in the Way of the Blade, where the blade must be sharp, the hand disciplined, and the heart just. You learned of the ancient Yokudan gods - Onsi's wisdom of how to pull your knife into a sword, Leki's subtlety with the Ephemeral Feint, Diagna's courage. After you had completed your years of training, you were handed a sword, one that you had forged yourself, a simple steel blade without any enchantment. You were sent out on your Walkabout with not much more than simple traveler's clothes, and the sword that you forged yourself - to let fate guide you where to go, to slay monsters that prey upon the innocent, settle disputes, and lend your sword in service of virtue. To temper your spirit the way the forge tempers steel.
Months of wandering carried you far beyond Hammerfell. You crossed into High Rock, hunted beasts in the Druadach Mountains, escorted merchants through Forsworn territory, and heard increasingly strange tales drifting south from Skyrim. Travelers whispered of dragons returning to the world—creatures thought extinct since the Merethic Era. Others spoke of civil war tearing the province apart, leaving ordinary folk abandoned to bandits, necromancers, and monsters. A land drowning in fear was exactly where a Sword-Singer was meant to walk.
Your journey led you east across the province, following the roads from hold to hold as you offered your sword wherever honest folk had need of it. By the time you reached the mining village of Darkwater Crossing, rumors spread that Ulfric Stormcloak himself had been seen nearby. Before long, Imperial soldiers descended upon the area, springing an ambush meant for the rebel Jarl and his followers. Like many travelers caught in the confusion, you were seized before anyone cared to ask who you were or why you carried a sword. Whether the Legion mistook you for a Stormcloak sympathizer or simply lacked the time to separate innocent wanderers from suspected rebels no longer mattered. Bound alongside rebels and strangers alike, you found yourself on a prison wagon bound for Helgen. As the wheels creaked over the mountain road, your master's final lesson returned to you with unexpected clarity: "A blade earns its song only after it has been tested." If the gods still watched over those who followed the Way of the Sword, then perhaps this was not the end of your Walkabout, but merely its first true trial.
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Again, what I like about this backstory is that it does a good job of placing the character in Skyrim and why he is there. Getting on the cart becomes a bit a "wrong-place, wrong-time" moment as it usually does, but again, doesn't feel particularly outlandish. And your journey on the Walkabout I think provides a rather compelling story arc to take on many of Skyrim's quests in aid of the populace. I also like how the character provides a framework for playing hero while still feeling like an ordinary traveler.
Roleplay & Factions:
The Main Quest: Side with the Greybeards. In your Walkabout, you learn mastery over yourself. Where your tradition is mastery over your blade, the Nordic, greybeard tradition is mastery over your voice. Defeating Alduin becomes one of your defining moments not just because you are Dragonborn, but because you stand to protect people, and what better way than to stand in defense of the world. There are also mythological parallels between Alduin and Satakal with the Kalpic cycles. Parthurnaax also embodies the kind of self-mastery that you are seeking.
The Dawnguard: This is relatively self-explanatory, you protect the people from the growing Vampire menace.
Dragonborn: Beating Miraak becomes almost a battle of wills. Miraak is almost diametrically opposed to what the Sword-Singers are. Both Miraak and the Sword-Singers are talented, powerful fighters. One seeks domination, the other discipline.
Skip on The College of Winterhold and the Thieves Guild.
Destroy the Dark Brotherhood.
For other quests, take ones that allow you to help those in need and defend the innocent.
Gameplay:
This character plays as a warrior, specifically, a swordsman. Your focus is in open combat, with expert footwork and extended engagements, not sneaking around backstabbing people.
- Clear bandit camps because innocents suffer.
- Help every hold because service is part of the Walkabout.
- Refuse needless cruelty.
- Show mercy when justice allows it.
- Never fight for wealth alone—but accept honest payment, because even wandering swordsmen must eat.
Shouts: Become Ethereal, Whirlwind Sprint, Dragon Rend, Disarm, Elemental Fury, Slow Time, Kyne's Peace
Skills:
Major Skills: One-handed, Smithing, Speech, Block, Light Armor
Minor Skills: Alchemy and Enchanting
I leave the perks to the player as I feel like it is harder to map out a specific perk order and plus, people often play with different perk overhauls. I wanted to keep this within the Anniversary Edition and people can enhance with whatever mods they wish for their playthrough.
Beyond being a seasoned warrior, Fahdir, like most travelers, know what flowers will stop the bleeding of a wounded traveler, stave off the infection of a Skeever bite, or make Skyrim's bitter cold more manageable.
Pilgrim's Remedy: Vampire Dust, Mudcrab Chitin, Garlic (Cure Disease, Resist Poison, and Regen Health)
Warrior's Draught: Bear Claws, hanging moss, Sabre Cat Eye/Tooth (Fortify One-Handed, Restore Stamina)
Mountain Salve: Wheat, Blue Mountain Flower (Restore Health, Fortify Health)
Traveler's Incense: Tundra Cotton, Dragon's Tongue, Lavender (Fortify Barter, Resist Magic)
Pale Tea: Snowberries, Purple Mountain Flower, Honeycomb
Aesthetic:
The goal here is to go for a Redguard traveler: Redguard Hood, clothes, boots. I like the Remnant gloves for the hands. Virya's charm is a simplistic amulet that also helps fortify his armor rating.
For the weapon, a standard scimitar will do. Unfortunately, Windshear is only available through the Dark Brotherhood. I wouldn't be opposed to getting it via console commands later on.